MXL: Sigma Announced

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Marco
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So in addition to new paladin mana displays depending on alignment, as seen here, similar thematic changes will be seen on influence trees too.

Vessel of Mercy + Rapture vs Vessel of Judgement + Euphoria
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Sacred Armor vs Demiurge
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Dragonform + Hoplites vs Superbeast + Scourges
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Also, paladin's skin color will vary on alignment too. Holy paladins will be white.
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King
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What is this vessel of mercy that you mention :0
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suchbalance
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Superbeast without the stormlord gloom looks so naked :mrgreen:

BTW am I the only one who thinks that different colour mana bulbs make no sense while the classes are still using mana?
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Stealthmaster
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King wrote:What is this vessel of mercy that you mention :0


Vessel of Retribution with more 'holy' name?
MUS01
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Interesting...
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Marco
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Okay after many many many many hours of work (don't think I went outside in the last 3 days). I have reworked states on all skills. Although this might be superficial it's not. Basically, what I've done is make states unique throughout skills, which means there will be no states collision and each skill gets its own state animation.

State collision was a big problem, for example, skills like graveyard and liche form used same state. When you have a skill that uses a state, and cast a skill with the same state, the only thing that happens is that the state duration is re-set (to the last casted skill duration). This would allow some nasty stuff like casting liche form, and then graveyard to make liche form permanent (yes this is fixed in XVr though). Additionally, mixing passives between classes would have the same effect, because they use the same states. And not even mention some secundary problems such as mana tide totem not working and whatnot.

In addition to this, I've created the mini-icons for all states (~200 of em, pain in the ass). These icons will be used in game so that you're able to see the buffs and auras you got.

But question is - non class skills have no icon. Well, this was done as well (thanks Inertia for providing awesome icons as always). Additionally, I categorized and ordered states so that they will display in a certain order and color when displayed in-game. Screenshot time...

Orange skills mean buffs that do stuff, which means, anything that throws missiles. White icons are buffs.
What the hell is the green thingy? Green means "im a boss", a.k.a. any skill of short duration that has some massive impact on the character. In most cases this is immortality, but there are a few exceptions such as Demiurge. What is the green thingy in the picture anyway? It's amazing grace.
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Here in K3K we can observe gray icon - this means short buff obtained from active skill (in this case terror strike). Then we can notice the harmful states at the right, which are rather straight forward. Most debuffs will appear as red, in this case the debuff icon is Miasma.
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Oh no, wild Void Archon spotted. The icon at the right is purple, this means you're under an enemy aura. This also displays in case of hell-cats from act 4, rust storm, and a couple of others.
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Here is probably one of the most interesting groups though: yellow. These icons are quest/challenge related. So, whenever you have swirlies on yourself, you'll see this icon (always at the left, as it has high priority). This can be really helpful when doing for example Judgement Day (two yellow icons means it's time to cube the charm) or trial of blood. Quests like bremmtown also provide this, which is much easier to see than the aura at you're feet when you're surrounded by a massive amount of howling spirits.
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Last but not least: golden and blue icons. Golden icons are for auras. Not only stances, basically anything thats requires to be in a certain place or has no time limit will fit into this category, for example: necromancer totems, summon auras, etc. The blue icon at the right is fortress - this basically means there's some sort of special timer on you (in this case, disability to use ranged skills). Broadside has it too of course.
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Phew, I think that's it. More will come Soon™
Fumbles
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Does this mean teleport won't be locked out by singularity?
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Marco
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That is a different topic, but your assumption is correct nonetheless.
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Naabaanit
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And suddenly, new options for the assassin came flowing into the game.
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The idea is to keep most timers as they are. But in some cases, such as assassin, the spell timer collision simply makes the build unplayable. There are other cases like dragonform collision with colosseum, etc. Or skills with high timer (Pestilence, Demiurge) can now have independent timers and would actually become useful.